Fighter
Base Class: Fighter

Those who emulate this archetype employ ancient magical fighting forms. This is usually passed down from generations and in temples, but a few learn from books. They use these forms are not just for combat, many families use these forms for spiritual dances. This causes many users to be entertainers and not participating in any combat. These forms allow the users to perform many useful tasks during combat.

Elemental Strike

At 3rd level, you can use your special training you can infuse your blade with elemental attacks. When you gain this feature you can choose two elemental strikes of your choice(see elemental strikes options below).

Once per turn when you make an attack with a melee weapon you can apply one of your elemental strikes options to the attack. You may use this a number of times equal to your proficiency bonus plus you intelligence modifier (minimum of 1) and regain all expended uses after a long rest. You gain two additional elemental strike options when you reach certain levels in this class: 7th, 10th, 15th,18th level.

Magic Blade

At 7th level you can infuse your melee weapon attacks with magic. You're melee weapon attacks are now magical for the purpose of overcoming resistance and immunities. 

Improved Elemental Strikes

At 10th level you learn to increase the power of your elemental strikes. The extra damage from the elemental strikes increases to d8s, d10s at 15th level and d12 at level 18.

Elemental Recovery

At 15th level you can now regain your elemental prowess when you start a battle. When you roll for initiative and have less than 3 uses of elemental strikes you gain 2 more uses of the elemental strikes.

Continuous Elemental Strikes

At 18th level, you learn to use elemental strikes in quick succession. You can now use elemental strike on each melee attack (Max 3 uses per round).

Elemental Strike Options

The Elemental Strike feature lets you choose options for it at certain levels. The options are presented here in alphabetical order.

If an option requires a saving throw, your Elemental Strike save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Air Slash

You infuse your weapon with wind to make a ranged attacks. Your weapon attack is now a 30ft ranged attack. The creature hit by the attack takes an extra 1d6 slashing damage and must succeed at a dexterity saving throw or be pushed back 5 ft.

Blazing Bash (7th level)

You infuse your weapon with fire to increase the power of your attack. The creature hit with the attack takes an extra 2d6 fire damage.

Burning Blade

You infuse fire into your blade to burn your target. The creature hit by the attack take an extra 1d6 fire damage and must succeed a constitution saving throw or take 1d6 fire damage on their turn.

Conductive Stab (10th Level)

You infuse your blade with water and lightning to create a large current of electricity. The creature hit by the attack takes an extra 1d6 lightning damage and all creatures in a 30 feet line must make a dexterity saving throw 1d6 lightning damage.

Exploding Bash (10th Level)

You infuse your blade with fire and lightning to create an explosion to harm your enemies. The creature hit by the attack takes an extra 1d6 fire damage and must make a dexterity saving throw or take an extra 1d6 fire damage and pushed 15 feet away. 

Magma Slam (10th level)

You infuse your blade with fire and stone to incinerate your enemies. The creature hit by the attack takes an extra 1d6 fire damage and it must succeed a Dexterity saving throw or the creature is restrained. If a creature restrained by this ability starts of their turn they take 1d6 fire damage. The creature restrained by this attack can use their action to escape with a Dexterity saving throw. 

Magnet Strike (10th level)

You infuse your blade with stone and lightning to ruin armor. The creature hit by the attack takes an extra 1d6 lightning damage and must succeed a strength saving throw or lose 2AC until the end of your next turn.

Piercing Icecicle (10th level)

You infuse your blade with wind and water to freeze your opponents. The creature hit by the attack takes an extra 1d6 cold damage and it must succeed a Strength saving throw or the creature is petrified. The creature petrified by this attack can use their action to escape with a Strength saving throw. 

Propelling Flame

You infuse your blade with fire to propel you forward. Your horizontal jump has no limit. Your horizontal jump distance is doubled until the end of the next turn. The creature hit by the attack takes an extra 1d6 fire damage.

Quaking Strike

You infuse your blade with stone  and create a earthquake. Your attack is now a 10 ft cylinder. The creature hit by the attack takes an extra 1d6 bludgeoning damage and must succeed a dexterity saving throw or fall prone. 

Rising Wind

You infuse your blade with wind to increase Your vertical jump. Your vertical jump is triple until the end of your next turn. The creature hit by the attack takes an extra 1d6 slashing damage.

Sand Smash (10th Level)

You infuse your blade wind and stone to blind your opponent with sand and dust. The creature hit by the attack takes an extra 1d6 piercing damage and must succeed a constitution saving throw or be blinded and take 1d6 piercing damage.

Scorching Slash (10th Level)

You infuse your blade with fire and wind to incinerate your opponent. The creature hit by the attack takes an extra 1d6 fire damage. This damage bypasses fire resistance and immunity. 

Slamming Gust (7th level)

You infuse your blade with wind to increase it's power. The creature hit by the attack takes an extra 2d6 slashing damage. 

Steaming Gash (10th level)

You infuse your blade with fire and water to create a steaming attack. The creature hit by the attack takes an extra 1d6 fire damage and must succeed constitution saving throw or take 2d6 fire damage.

Stone Slam (7th level)

You infuse your blade with stone to increase it's power. The creature hit by the attack takes an extra 2d6 bludgeoning damage.

Storming Strike (10th Level)

You infuse your blade with lightning and wind to create a thunderstorm. The creature hit by the attack takes an extra 1d6 lightning damage. Chose up to three creatures within 30 must make a dexterity saving throw or take 1d6 lightning damage.

Striking Bolt (7th level)

You infuse your blade with lightning to strike with a large force. The creature hit by the attack take an extra 2d6 lightning damage

Stunning Strike

You infuse lightning into your weapon to stun an enemy. The creature hit by this attack takes an extra 1d6 lightning damage and must succeed at a constitution saving  throw or be stunned until the end of your next attack

Swamping Slam (10th level)

You infuse water and stone to create a swamp that slows enemies. The creature hit by the attack takes an extra 1d6 poison damage. This creates difficult terrain in a 20ft radius centered at the creature. When a creature other than you starts it's turn in the terrain must make a constitution saving throw or take 2d6 poison damage.  

Thundering Flash

You infuse your blade with lightning to increase your speed. Your movement speed is doubled until the end of your next turn. The creature hit by the attack takes an extra 1d6 lightning damage

Torpedo Stab

You infuse your blade with water to propel you through the water. Your swim speed is equal to your walking speed. The creature hit by the attack takes an extra 1d6 piercing damage.

Tunneling Thrash

You infuse your blade with stone to tunnel through the ground. You gain a digging speed of half your speed until the end of your next turn. The creature hit by the attack takes an extra 1d6 bludgeoning damage.

Waterfall Crash (7th level)

You infuse your blade with water to create a heavy blow. The creature hit by the attack takes an extra 2d6 bludgeoning damage.

Whirlpool Spin

You infuse water into a spinning attack to produce a whirlpool. Your melee attack is now a 10ft sphere. The creature hit by the attack takes an extra 1d6 bludgeoning damage and must succeed a constitution saving throw  or be pulled 5 feet towards you.

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